Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground.
INTRODUCTION
Trean Protector is a hero that have a role as a support and initiator for the team. He can makes allies become invisible, he can also heal allies and even towers, that is what makes him a good supportive.
He have Overgrowth that can disable enemies in area. That is what makes him a perfect initiator.
He have lots of HP and armor, that is what makes him a good tanker.
Treant Protector, a strong green tree that protects it's friends.
PROS | CONS |
Can heal a building | Low mana pool |
Can also heal allies | Slow attack speed |
Have a global spell to protect allies | |
A strong initiator | |
A good tanker | |
Have a decent damage |
ROLE
Melee - Durable - Initiator - Lane Support - Disabler STATS
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 625 | 1,503 | 2,510 | SIGHT RANGE | 1800 / 1200 |
MANA | 221 | 549 | 1,043 | ATTACK RANGE | 128 |
DAMAGE | 71-79 | 117-125 | 1xx-1xx | MISSILE SPEED | N/A |
ARMOR | 1 | 5 | 11 |
ABILITIES
1. Nature's Guise
Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise.MANA COST: 90/80/70/60 | COOLDOWN: 10/8/6/4 |
ABILITY: UNIT TARGET | AFFECTS: ALLIED UNITS |
DURATION: 15 / 30 / 45 / 60 | FADE TIME: 2 |
TREE RADIUS: 375 / 375 / 375 / 375 | MOVEMENT SPEED: 10% / 10% / 10% / 10% |
Makes you become invisible and should position yourself near trees to keep you invisible. Can be casted to allies.
This skill is a defensive skill that can be use to save someone who is in danger and needs help.
This is also an offensife skill to initiate a teamfight. You have Overgrowth that need you to be in the center of the enemies, you need this to sneak into the center of the enemies and then cast Overgrowth.
This also can be casted to you and your friends and then initiate a teamfight together with invisibilities.
2. Leech Seed
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it equal to the amount drained. Pulses 4 times.
MANA COST: 140/140/140/140 | COOLDOWN: 18/16/14/12 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE PER PULSE: 30 / 45 / 60 / 75 |
MOVEMENT SLOW: 24% | RADIUS: 500 |
DURATION: 3 |
Place some vines into enemy's body, slowing him and damaging him, and also healing nearby allies. A good skill to chase enemy. You need this to chase enemy who is trying to run, he will feel some pain, and also be slowed down. And while he is slowed, your team can easily kill him. You get an additional HP from this skill, not bad.
3. Living Armor
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also grants physical damage block from damage from heroes. Dispels when a number of damage instances are taken.
MANA COST: 25 | COOLDOWN: 15 |
ABILITY: UNIT TARGET | AFFECTS: ALLIED UNITS |
DAMAGE INSTANCES: 6 / 6 / 6 / 6 | REGEN: 4 / 7 / 10 / 13 |
BLOCK: 20 / 40 / 60 / 80 | DURATION: 15 |
Regenerates HP for some seconds. While having this living armor, can block some damages and saves your allies lives. Can cat this sglobally, that means that while you are far away, you can cast this to allies and keep him alive. This is the only skill in dota that can regenerate tower's HP, very good for defense.
4. Overgrowth
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
MANA COST: 150/175/200 | COOLDOWN: 80 |
ABILITY: NO TARGET | RADIUS: 625 / 625 / 625 |
DURATION: 3 / 3.75 / 4.5 |
Your ultimate. This skill makes you can summon some vines to all enemies around you and everyone whose being affected with this skill, can't attack or run. Very good skill for initiating a teamfight. With this skill all of your friends can comfortably attacking the enemies.
SKILLBUILD
Level 2: Living Armor
Level 3: Leech Seed
Level 4: Leech Seed
Level 5: Leech Seed
Level 6: Overgrowth
Level 7: Leech Seed
Level 8: Living Armor
Level 9 : Living Armor
Level 10: Living Armor
Level 11: Overgrowth
Level 12: Nature's Guise
Level 13: Nature's Guise
Level 14: Nature's Guise
Level 15: Stats
Level 16: Overgrowth
Level 17-25: Stats
Why take Nature's Guise and Living Armor in level 1 & 2? These 2 skills provide defensive mechanism to defend yourself and allies in the beginning of a match. Very useful to avoid firstblood.
(But if you and your friends decided to get firstblood on level 1, you can take Leech Seed to slow down the enemy.)
Why Leech Seed maxed first? This is your main nuke. you need this for slowing down enemy heroes.
A nuke is more powerful in early game when everyone still have a low HP.
Why maxing Living Armor before Nature's Guise? A level 1 Natures Guise is enough for early game to give survivability to escape in dangerous situations..
STRATEGY
Early Game
What you need to do on early game is helping your friends. That's because you are considered a supportive role. A supportive hero needs to protect their carry.
You can do it by giving a living armor in every dangerous situation. You also need to tank the damages if your carry is being targetted by the enemy. You may use invisibility to keep your friends alive.
You can use living armor to save your towers too
You may lasthits if only your friend is not a carry.
Early Game
If you are the main supportive role then buying courier and wards is your priority. Ward is so important for the team to check the runes and also to keep you aware of enemy's gank attempt.
You can do it by giving a living armor in every dangerous situation. You also need to tank the damages if your carry is being targetted by the enemy. You may use invisibility to keep your friends alive.
You can use living armor to save your towers too
You may lasthits if only your friend is not a carry.
Mid Game
In mid game, what you need to do is participate in every gank activities and teamfight activities. You have Leech seed to slow down enemies and can kill him together with your friends.
Because you have Overgrowth, you are a decent initiator. You need to at least catch 2 heroes with this skill. You can use your Nature's Guise to sneak into the middle of enemy's crowds and then cast Overgrowth there, and let your friends kill all the enemies. Remember to use Leech Seed to anyone whose run away from your team.
Remember to always replace the wards. Your team will always needs the vision of certain area. Roshan area is the most important place to be spotted. You can place another wards on enemy's jungle.
Late Game
On late game. The teamfight will be very intense. Beware! if your team lose a single teamfight it may cost you the game.
You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.
Here you should make a wise decision to choose btween 2 options:
1. To save money for buyback
2. To buy your next item
How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.
In late game, your main part is to initiate a teamfight. You are being a true teamfight initiator here. Your main skill here is: Overgrowth. If you can catch 3-5 heroes with Overgrowth, your team will be have an easy victory because your team can easily kill enemies who are being Overgrowthed.
You can use Blink Dagger or you can use your invisibility skill Nature's Guise to initiate a teamfight.
Always remember to use the Leech seed for enemy hero who escapes.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
ITEMS BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Vanguard
Total cost: 2225
Recipe: Ring of Health + Vitality Booster + Stout Shield
Passive: Damage Block - Gives a chance to block damage, depending on the type of hero you are. + 250 Health + 6 HP Regeneration BLOCK CHANCE: 70% RANGED BLOCK: 20 MELEE BLOCK: 40 |
3. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
Active: Damage Return - Returns any damage you take to the unit that dealt the damage. Lasts 4.5 seconds. + 22 Damage + 5 Armor + 10 Intelligence Manacost: 25 Cooldown; 22 |
4. Blink Dagger
Cost: 2150
Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
1. Perfect for initiating a teamfight
2. Helps you escape in certain situation
6. Refresher Orb
Recipe: Obilivion Staff + Preserverance + Recipe
Active: Reset Cooldowns - Resets the cooldowns of all your items and abilities. + 5 HP Regeneration + 200% Mana Regeneration + 40 Damage + 6 Intelligence Manacost: 375 Cooldown: 160 |
That's the same as, automatically win the teamfight.
7. Radiance
Total cost: 5150
Recipe: Sacred Relic + Recipe
Active: Toggles Burn Damage on or off. Passive: Burn Damage - Deals damage per second in a 650 radius. + 60 Damage BURN DAMAGE: 45 |
GOOD ALLIES
(Example: Magine, Void, Luna)
Carries should come after you initiate a teamfight, and they should the right click and use all their skills to the enemies.
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